Added osgparticleeffects example
This commit is contained in:
parent
22e446dbc9
commit
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@ -198,6 +198,7 @@ EXAMPLE_DIRS = \
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osgoccluder\
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osgpagedlod\
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osgparticle\
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osgparticleeffects\
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osgpick\
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osgplanets\
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osgpoints\
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@ -1131,6 +1131,36 @@ Package=<4>
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###############################################################################
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Project: "Example osgparticleeffects"=.\examples\osgparticleeffects\osgparticleeffects.dsp - Package Owner=<4>
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Package=<5>
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{{{
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}}}
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Package=<4>
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{{{
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Begin Project Dependency
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Project_Dep_Name Core osg
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End Project Dependency
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Begin Project Dependency
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Project_Dep_Name Core osgDB
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End Project Dependency
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Begin Project Dependency
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Project_Dep_Name Core osgGA
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End Project Dependency
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Begin Project Dependency
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Project_Dep_Name Core osgParticle
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End Project Dependency
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Begin Project Dependency
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Project_Dep_Name Core osgProducer
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End Project Dependency
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Begin Project Dependency
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Project_Dep_Name Core osgUtil
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End Project Dependency
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}}}
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###############################################################################
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Project: "Example osgpbuffer"=.\examples\osgpbuffer\osgpbuffer.dsp - Package Owner=<4>
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Package=<5>
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@ -0,0 +1,97 @@
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# Microsoft Developer Studio Project File - Name="Example osgparticleeffects" - Package Owner=<4>
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# Microsoft Developer Studio Generated Build File, Format Version 6.00
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# ** DO NOT EDIT **
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# TARGTYPE "Win32 (x86) Console Application" 0x0103
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CFG=Example osgparticleeffects - Win32 Release
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!MESSAGE This is not a valid makefile. To build this project using NMAKE,
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!MESSAGE use the Export Makefile command and run
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!MESSAGE
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!MESSAGE NMAKE /f "osgparticleeffects.mak".
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!MESSAGE
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!MESSAGE You can specify a configuration when running NMAKE
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!MESSAGE by defining the macro CFG on the command line. For example:
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!MESSAGE
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!MESSAGE NMAKE /f "osgparticleeffects.mak" CFG="Example osgparticleeffects - Win32 Release"
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!MESSAGE
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!MESSAGE Possible choices for configuration are:
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!MESSAGE
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!MESSAGE "Example osgparticleeffects - Win32 Release" (based on "Win32 (x86) Console Application")
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!MESSAGE "Example osgparticleeffects - Win32 Debug" (based on "Win32 (x86) Console Application")
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!MESSAGE
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# Begin Project
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# PROP AllowPerConfigDependencies 0
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# PROP Scc_ProjName ""
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# PROP Scc_LocalPath ""
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CPP=cl.exe
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RSC=rc.exe
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!IF "$(CFG)" == "Example osgparticleeffects - Win32 Release"
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# PROP BASE Use_MFC 0
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# PROP BASE Use_Debug_Libraries 0
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# PROP BASE Output_Dir "Release"
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# PROP BASE Intermediate_Dir "Release"
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# PROP BASE Target_Dir ""
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# PROP Use_MFC 0
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# PROP Use_Debug_Libraries 0
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# PROP Output_Dir "Release"
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# PROP Intermediate_Dir "Release"
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# PROP Ignore_Export_Lib 0
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# PROP Target_Dir ""
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MTL=midl.exe
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# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
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# ADD CPP /nologo /MD /W3 /GR /GX /O2 /I "../../../include" /I "../../../../OpenThreads/include" /I "../../../../Producer/include" /I "../../../../3rdParty/include" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /Zm200 /c
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# ADD BASE RSC /l 0x809 /d "NDEBUG"
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# ADD RSC /l 0x809 /d "NDEBUG"
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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LINK32=link.exe
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# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
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# ADD LINK32 OpenThreadsWin32.lib /nologo /subsystem:console /pdb:none /machine:I386 /out:"../../../bin/osgparticleeffects.exe" /libpath:"../../../lib" /libpath:"../../../../OpenThreads/lib/win32" /libpath:"../../../../Producer/lib" /libpath:"../../../../3rdParty/lib"
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!ELSEIF "$(CFG)" == "Example osgparticleeffects - Win32 Debug"
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# PROP BASE Use_MFC 0
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# PROP BASE Use_Debug_Libraries 1
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# PROP BASE Output_Dir "Debug"
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# PROP BASE Intermediate_Dir "Debug"
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# PROP BASE Target_Dir ""
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# PROP Use_MFC 0
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# PROP Use_Debug_Libraries 1
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# PROP Output_Dir "Debug"
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# PROP Intermediate_Dir "Debug"
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# PROP Ignore_Export_Lib 0
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# PROP Target_Dir ""
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MTL=midl.exe
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# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
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# ADD CPP /nologo /MDd /W3 /Gm /vd0 /GR /GX /Zi /Od /I "../../../include" /I "../../../../OpenThreads/include" /I "../../../../Producer/include" /I "../../../../3rdParty/include" /D "_CONSOLE" /D "_MBCS" /D "FL_DLL" /D "WIN32" /D "_DEBUG" /FR /YX /FD /Zm200 /c
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# ADD BASE RSC /l 0x809 /d "_DEBUG"
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# ADD RSC /l 0x809 /d "_DEBUG"
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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LINK32=link.exe
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# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
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# ADD LINK32 OpenThreadsWin32d.lib glu32.lib opengl32.lib /nologo /subsystem:console /debug /machine:I386 /nodefaultlib:"libcmt" /out:"../../../bin/osgparticleeffectsd.exe" /pdbtype:sept /libpath:"../../../lib" /libpath:"../../../../OpenThreads/lib/win32" /libpath:"../../../../Producer/lib" /libpath:"../../../../3rdParty/lib"
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# SUBTRACT LINK32 /incremental:no
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!ENDIF
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# Begin Target
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# Name "Example osgparticleeffects - Win32 Release"
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# Name "Example osgparticleeffects - Win32 Debug"
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# Begin Source File
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SOURCE=..\..\..\examples\osgparticleeffects\osgparticleeffects.cpp
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# End Source File
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# End Target
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# Begin Group "Resource Files"
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# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
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# End Group
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# End Project
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@ -103,6 +103,10 @@ SOURCE=..\..\src\osgParticle\ExplosionEffect.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\..\src\osgParticle\ExplosionDebriEffect.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\..\src\osgParticle\FireEffect.cpp
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# End Source File
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# Begin Source File
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@ -187,6 +191,10 @@ SOURCE=..\..\include\osgParticle\ExplosionEffect
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# End Source File
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# Begin Source File
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SOURCE=..\..\include\osgParticle\ExplosionDebriEffect
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# End Source File
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# Begin Source File
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SOURCE=..\..\include\osgParticle\Export
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# End Source File
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# Begin Source File
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@ -140,6 +140,26 @@ SOURCE=..\..\..\src\osgPlugins\osgParticle\IO_Particle.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\..\..\src\osgPlugins\osgParticle\IO_ParticleEffect.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\..\..\src\osgPlugins\osgParticle\IO_ExplosionEffect.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\..\..\src\osgPlugins\osgParticle\IO_ExplosionDebriEffect.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\..\..\src\osgPlugins\osgParticle\IO_SmokeEffect.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\..\..\src\osgPlugins\osgParticle\IO_FireEffect.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\..\..\src\osgPlugins\osgParticle\IO_ParticleProcessor.cpp
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# End Source File
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# Begin Source File
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examples/osgparticleeffects/osgparticleeffects.cpp
Normal file
456
examples/osgparticleeffects/osgparticleeffects.cpp
Normal file
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#include <osgProducer/Viewer>
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#include <osg/Group>
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#include <osg/Geode>
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#include <osg/ShapeDrawable>
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#include <osg/Texture2D>
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#include <osg/PositionAttitudeTransform>
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#include <osg/MatrixTransform>
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#include <osgUtil/Optimizer>
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#include <osgDB/ReadFile>
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#include <osgText/Text>
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#include <osgParticle/ExplosionEffect>
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#include <osgParticle/ExplosionDebriEffect>
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#include <osgParticle/SmokeEffect>
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#include <osgParticle/FireEffect>
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// for the grid data..
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#include "../osghangglide/terrain_coords.h"
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osg::Vec3 wind(1.0f,0.0f,0.0f);
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osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
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{
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// set up the animation path
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osg::AnimationPath* animationPath = new osg::AnimationPath;
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animationPath->setLoopMode(osg::AnimationPath::LOOP);
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int numSamples = 40;
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float yaw = 0.0f;
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float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
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float roll = osg::inDegrees(30.0f);
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double time=0.0f;
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double time_delta = looptime/(double)numSamples;
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for(int i=0;i<numSamples;++i)
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{
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osg::Vec3 position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
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osg::Quat rotation(osg::Quat(roll,osg::Vec3(0.0,1.0,0.0))*osg::Quat(-(yaw+osg::inDegrees(90.0f)),osg::Vec3(0.0,0.0,1.0)));
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animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));
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yaw += yaw_delta;
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time += time_delta;
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}
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return animationPath;
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}
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osg::Node* createMovingModel(const osg::Vec3& center, float radius)
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{
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float animationLength = 10.0f;
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osg::AnimationPath* animationPath = createAnimationPath(center,radius,animationLength);
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osg::Group* model = new osg::Group;
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osg::Node* glider = osgDB::readNodeFile("glider.osg");
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if (glider)
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{
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const osg::BoundingSphere& bs = glider->getBound();
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float size = radius/bs.radius()*0.3f;
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osg::MatrixTransform* positioned = new osg::MatrixTransform;
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positioned->setDataVariance(osg::Object::STATIC);
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positioned->setMatrix(osg::Matrix::translate(-bs.center())*
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osg::Matrix::scale(size,size,size)*
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osg::Matrix::rotate(osg::inDegrees(-90.0f),0.0f,0.0f,1.0f));
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positioned->addChild(glider);
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osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform;
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xform->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
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xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0,0.5));
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xform->addChild(positioned);
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model->addChild(xform);
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}
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osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
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if (cessna)
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{
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const osg::BoundingSphere& bs = cessna->getBound();
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float size = radius/bs.radius()*0.3f;
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osg::MatrixTransform* positioned = new osg::MatrixTransform;
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positioned->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
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positioned->setDataVariance(osg::Object::STATIC);
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positioned->setMatrix(osg::Matrix::translate(-bs.center())*
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osg::Matrix::scale(size,size,size)*
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osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,1.0f));
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//positioned->addChild(cessna);
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positioned->addChild(cessna);
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osg::MatrixTransform* xform = new osg::MatrixTransform;
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xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0f,1.0));
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xform->addChild(positioned);
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model->addChild(xform);
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}
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return model;
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}
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osg::Vec3 computeTerrainIntersection(osg::Node* subgraph,float x,float y)
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{
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osgUtil::IntersectVisitor iv;
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osg::ref_ptr<osg::LineSegment> segDown = new osg::LineSegment;
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const osg::BoundingSphere& bs = subgraph->getBound();
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float zMax = bs.center().z()+bs.radius();
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float zMin = bs.center().z()-bs.radius();
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segDown->set(osg::Vec3(x,y,zMin),osg::Vec3(x,y,zMax));
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iv.addLineSegment(segDown.get());
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subgraph->accept(iv);
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if (iv.hits())
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{
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osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segDown.get());
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if (!hitList.empty())
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{
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osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
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return ip;
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}
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}
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return osg::Vec3(x,y,0.0f);
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}
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//////////////////////////////////////////////////////////////////////////////
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// MAIN SCENE GRAPH BUILDING FUNCTION
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//////////////////////////////////////////////////////////////////////////////
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void build_world(osg::Group *root)
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{
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osg::Geode* terrainGeode = new osg::Geode;
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// create terrain
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{
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osg::StateSet* stateset = new osg::StateSet();
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osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
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if (image)
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{
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
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}
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terrainGeode->setStateSet( stateset );
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float size = 1000; // 10km;
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float scale = size/39.0f; // 10km;
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float z_scale = scale*3.0f;
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osg::HeightField* grid = new osg::HeightField;
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grid->allocateGrid(38,39);
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grid->setXInterval(scale);
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grid->setYInterval(scale);
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for(unsigned int r=0;r<39;++r)
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{
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for(unsigned int c=0;c<38;++c)
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{
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grid->setHeight(c,r,z_scale*vertex[r+c*39][2]);
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}
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}
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terrainGeode->addDrawable(new osg::ShapeDrawable(grid));
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root->addChild(terrainGeode);
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}
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// create particle effects
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{
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osg::Vec3 position = computeTerrainIntersection(terrainGeode,100.0f,100.0f);
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osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect(position, 10.0f);
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osgParticle::ExplosionDebriEffect* explosionDebri = new osgParticle::ExplosionDebriEffect(position, 10.0f);
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osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect(position, 10.0f);
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osgParticle::FireEffect* fire = new osgParticle::FireEffect(position, 10.0f);
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explosion->setWind(wind);
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explosionDebri->setWind(wind);
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smoke->setWind(wind);
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fire->setWind(wind);
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root->addChild(explosion);
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root->addChild(explosionDebri);
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root->addChild(smoke);
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root->addChild(fire);
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}
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// create particle effects
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{
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osg::Vec3 position = computeTerrainIntersection(terrainGeode,200.0f,100.0f);
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osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect(position, 1.0f);
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osgParticle::ExplosionDebriEffect* explosionDebri = new osgParticle::ExplosionDebriEffect(position, 1.0f);
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osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect(position, 1.0f);
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osgParticle::FireEffect* fire = new osgParticle::FireEffect(position, 1.0f);
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explosion->setWind(wind);
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explosionDebri->setWind(wind);
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smoke->setWind(wind);
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fire->setWind(wind);
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root->addChild(explosion);
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root->addChild(explosionDebri);
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root->addChild(smoke);
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root->addChild(fire);
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}
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// create the moving models.
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{
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root->addChild(createMovingModel(osg::Vec3(500.0f,500.0f,500.0f),100.0f));
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}
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}
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// class to handle events with a pick
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class PickHandler : public osgGA::GUIEventHandler {
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public:
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PickHandler() {}
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bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& aa)
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{
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switch(ea.getEventType())
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{
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case(osgGA::GUIEventAdapter::PUSH):
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{
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osgProducer::Viewer* viewer = dynamic_cast<osgProducer::Viewer*>(&aa);
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pick(viewer,ea);
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}
|
||||
return false;
|
||||
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
void pick(osgProducer::Viewer* viewer, const osgGA::GUIEventAdapter& ea)
|
||||
{
|
||||
osg::Group* root = dynamic_cast<osg::Group*>(viewer->getSceneData());
|
||||
if (!root) return;
|
||||
|
||||
osgUtil::IntersectVisitor::HitList hlist;
|
||||
if (viewer->computeIntersections(ea.getX(),ea.getY(),hlist))
|
||||
{
|
||||
osgUtil::Hit& hit = hlist.front();
|
||||
|
||||
bool handleMovingModels = false;
|
||||
const osg::NodePath& nodePath = hit.getNodePath();
|
||||
for(osg::NodePath::const_iterator nitr=nodePath.begin();
|
||||
nitr!=nodePath.end();
|
||||
++nitr)
|
||||
{
|
||||
const osg::Transform* transform = dynamic_cast<const osg::Transform*>(*nitr);
|
||||
if (transform)
|
||||
{
|
||||
if (transform->getDataVariance()==osg::Object::DYNAMIC) handleMovingModels=true;
|
||||
}
|
||||
}
|
||||
|
||||
osg::Vec3 position = handleMovingModels ? hit.getLocalIntersectPoint() : hit.getWorldIntersectPoint();
|
||||
float scale = 20.0f * ((float)rand() / (float)RAND_MAX);
|
||||
float intensity = handleMovingModels ? 5.0f : 1.0f;
|
||||
|
||||
osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect(position, scale, intensity);
|
||||
osgParticle::ExplosionDebriEffect* explosionDebri = new osgParticle::ExplosionDebriEffect(position, scale, intensity);
|
||||
osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect(position, scale, intensity);
|
||||
osgParticle::FireEffect* fire = new osgParticle::FireEffect(position, scale, intensity);
|
||||
|
||||
explosion->setWind(wind);
|
||||
explosionDebri->setWind(wind);
|
||||
smoke->setWind(wind);
|
||||
fire->setWind(wind);
|
||||
|
||||
osg::Group* effectsGroup = new osg::Group;
|
||||
effectsGroup->addChild(explosion);
|
||||
effectsGroup->addChild(explosionDebri);
|
||||
effectsGroup->addChild(smoke);
|
||||
effectsGroup->addChild(fire);
|
||||
|
||||
|
||||
if (handleMovingModels)
|
||||
{
|
||||
// insert particle effects alongside the hit node, therefore able to track that nodes movement,
|
||||
// however, this does require us to insert the ParticleSystem itself into the root of the scene graph
|
||||
// seperately from the the main particle effects group which contains the emitters and programs.
|
||||
// the follow code block implements this, note the path for handling particle effects which arn't attached to
|
||||
// moving models is easy - just a single line of code!
|
||||
|
||||
// tell the effects not to attach to the particle system locally for rendering, as we'll handle add it into the
|
||||
// scene graph ourselves.
|
||||
explosion->setUseLocalParticleSystem(false);
|
||||
explosionDebri->setUseLocalParticleSystem(false);
|
||||
smoke->setUseLocalParticleSystem(false);
|
||||
fire->setUseLocalParticleSystem(false);
|
||||
|
||||
// find a place to insert the particle effects group alongside the hit node.
|
||||
// there are two possible ways that this can be done, either insert it into
|
||||
// a pre-existing group along side the hit node, or if no pre existing group
|
||||
// is found then this needs to be inserted above the hit node, and then the
|
||||
// particle effect can be inserted into this.
|
||||
osg::ref_ptr<osg::Geode> hitGeode = hit.getGeode();
|
||||
osg::Node::ParentList parents = hitGeode->getParents();
|
||||
osg::Group* insertGroup = 0;
|
||||
unsigned int numGroupsFound = 0;
|
||||
for(osg::Node::ParentList::iterator itr=parents.begin();
|
||||
itr!=parents.end();
|
||||
++itr)
|
||||
{
|
||||
if (typeid(*(*itr))==typeid(osg::Group))
|
||||
{
|
||||
++numGroupsFound;
|
||||
insertGroup = *itr;
|
||||
}
|
||||
}
|
||||
if (numGroupsFound==parents.size() && numGroupsFound==1 && insertGroup)
|
||||
{
|
||||
osg::notify(osg::NOTICE)<<"PickHandler::pick(,) hit node's parent is a single osg::Group so we can simple the insert the particle effects group here."<<std::endl;
|
||||
|
||||
// just reuse the existing group.
|
||||
insertGroup->addChild(effectsGroup);
|
||||
}
|
||||
else
|
||||
{
|
||||
osg::notify(osg::NOTICE)<<"PickHandler::pick(,) hit node doesn't have an appropriate osg::Group node to insert particle effects into, inserting a new osg::Group."<<std::endl;
|
||||
insertGroup = new osg::Group;
|
||||
for(osg::Node::ParentList::iterator itr=parents.begin();
|
||||
itr!=parents.end();
|
||||
++itr)
|
||||
{
|
||||
(*itr)->replaceChild(hit.getGeode(),insertGroup);
|
||||
}
|
||||
insertGroup->addChild(hitGeode.get());
|
||||
insertGroup->addChild(effectsGroup);
|
||||
}
|
||||
|
||||
// finally insert the particle systems into a Geode and attach to the root of the scene graph so the particle system
|
||||
// can be rendered.
|
||||
osg::Geode* geode = new osg::Geode;
|
||||
geode->addDrawable(explosion->getParticleSystem());
|
||||
geode->addDrawable(explosionDebri->getParticleSystem());
|
||||
geode->addDrawable(smoke->getParticleSystem());
|
||||
geode->addDrawable(fire->getParticleSystem());
|
||||
|
||||
root->addChild(geode);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// when we don't have moving models we can simple insert the particle effect into the root of the scene graph
|
||||
osg::notify(osg::NOTICE)<<"PickHandler::pick(,) adding particle effects to root node."<<std::endl;
|
||||
root->addChild(effectsGroup);
|
||||
}
|
||||
|
||||
#if 0
|
||||
osg::Geode* geode = new osg::Geode;
|
||||
geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(position,scale)));
|
||||
group->addChild(geode);
|
||||
#endif
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
protected:
|
||||
virtual ~PickHandler() {}
|
||||
};
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
// main()
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
// use an ArgumentParser object to manage the program arguments.
|
||||
osg::ArgumentParser arguments(&argc,argv);
|
||||
|
||||
// set up the usage document, in case we need to print out how to use this program.
|
||||
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates use of particle systems.");
|
||||
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] image_file_left_eye image_file_right_eye");
|
||||
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
|
||||
|
||||
|
||||
// construct the viewer.
|
||||
osgProducer::Viewer viewer(arguments);
|
||||
|
||||
// set up the value with sensible default event handlers.
|
||||
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
|
||||
|
||||
// get details on keyboard and mouse bindings used by the viewer.
|
||||
viewer.getUsage(*arguments.getApplicationUsage());
|
||||
|
||||
// register the pick handler
|
||||
viewer.getEventHandlerList().push_front(new PickHandler());
|
||||
|
||||
// if user request help write it out to cout.
|
||||
if (arguments.read("-h") || arguments.read("--help"))
|
||||
{
|
||||
arguments.getApplicationUsage()->write(std::cout);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// any option left unread are converted into errors to write out later.
|
||||
arguments.reportRemainingOptionsAsUnrecognized();
|
||||
|
||||
// report any errors if they have occured when parsing the program aguments.
|
||||
if (arguments.errors())
|
||||
{
|
||||
arguments.writeErrorMessages(std::cout);
|
||||
return 1;
|
||||
}
|
||||
|
||||
osg::Group *root = new osg::Group;
|
||||
build_world(root);
|
||||
|
||||
|
||||
osgUtil::Optimizer optimizer;
|
||||
optimizer.optimize(root);
|
||||
|
||||
// add a viewport to the viewer and attach the scene graph.
|
||||
viewer.setSceneData(root);
|
||||
|
||||
// create the windows and run the threads.
|
||||
viewer.realize();
|
||||
|
||||
while( !viewer.done() )
|
||||
{
|
||||
// wait for all cull and draw threads to complete.
|
||||
viewer.sync();
|
||||
|
||||
// update the scene by traversing it with the the update visitor which will
|
||||
// call all node update callbacks and animations.
|
||||
viewer.update();
|
||||
|
||||
// fire off the cull and draw traversals of the scene.
|
||||
viewer.frame();
|
||||
|
||||
}
|
||||
|
||||
// wait for all cull and draw threads to complete before exit.
|
||||
viewer.sync();
|
||||
|
||||
return 0;
|
||||
}
|
@ -81,6 +81,9 @@ osgoccluder glider.osg
|
||||
echo osgparticle
|
||||
osgparticle
|
||||
|
||||
echo osgparticleeffects
|
||||
osgparticleeffects
|
||||
|
||||
echo osgpick
|
||||
osgpick fountain.osg
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user